Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 17, 2017
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Production
Blog: Game dev planning made easy 2
by Gamasutra Community [11.17.16]
If you actually mean to build a livelihood out of making games, you'd better plan and manage your game, or else you're setting yourself up for failure.
Production, Business/Marketing

After 8 years on Devil's Third, Itakagi reminds devs to 'never give up'  
by Alex Wawro [11.16.16]
"Never give up," says veteran dev Tomonobu Itakagi after 8 years making Devil's Third. "If you don't give up, you will find supporters who will help you. I think you can see that from this story."
Console/PC, Production

Blog: Why you should want day one patches  
by Gamasutra Community [11.16.16]
This year has seen a lot of debates about the use of day one patches in video games. Let's talk about why they're important for game design, despite some negatives.
Production, Business/Marketing

Blog: Making 100 games in 5 years -- The final year 3
by Gamasutra Community [11.15.16]
"Even with a year left, we can already see how this marathon of game development sprints impacts the process of making games: good, bad, and in-between."
Indie, Design, Production

Blog: What does it feel like to launch a game? 6
by Gamasutra Community [11.14.16]
Squeaky Wheel CEO Ryan Sumo talks about the emotional roller coaster that is called "Launching a Game."
Production, Business/Marketing

Blog: How design students are taught to prototype on their own 5
by Gamasutra Community [11.14.16]
This article summarizes two years of research in training designers to prototype and test their design on their own.
Design, Production

Video Game Deep Cuts: Nintendo Plays Owlboy  
by Gamasutra Staff [11.14.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, examines why Nintendo 'puts play first' and the decade-long odyssey to create Owlboy.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

The advent of the product designer: making games within marketing constraints  
by Brandon Sheffield [11.11.16]
"If I focus on game design, I may be able to make a fun game, but I won't have the analytics, the strategy, or the structure to make a game that will sell."
Design, Production, Business/Marketing

Blog: Why crunch culture isn't going away anytime soon 4
by Gamasutra Community [11.11.16]
"Amy Hennig, former creative director for Naughty Dog, says something has to give when it comes to industry work practices. She's right, and it starts with studio leaders."
Production, Business/Marketing

Space Ape Games, Naughty Dog, and Media Molecule honored at TIGA Awards  
by Chris Kerr [11.11.16]
Space Ape Games was the big winner at this year's TIGA Games Industry Awards, with the Transformers: Earth Wars creator taking home two statues.
VR, Console/PC, Smartphone/Tablet, Art, Audio, Design, Production

Blog: Learning from failure after canceling your game  
by Gamasutra Community [11.11.16]
Should I cancel or not a game development? If this question pops up in your mind it's a signal. Something is not going as you would like. Here we explain why we cancelled our first big project.
Production, Business/Marketing

Don't Miss: 'You've got to make something that you love' - Designing Dangerous Golf 2
by Staff [11.10.16]
After leaving Criterion in 2014, cofounder Fiona Sperry chats about why she and cofounder Alex Ward's studio Three Fields Entertainment's debut project is an irreverent, destructive golf game.
Indie, Design, Production

Blog: Why your perception of QA needs to change  
by Gamasutra Community [11.10.16]
In this article I will explore the acronym QA, and why I think we should do away with it for good.
Production

Blog: Time well spent? Six months of indie development 8
by Gamasutra Community [11.10.16]
A detailed breakdown of how Ryan Darcey used his time during his first six months as an independent game developer.
Indie, Production

Filling Luna's touchable VR gameworld with 'juicy' feedback  
by Lena LeRay [11.10.16]
Robin Hunicke shares her thoughts about creating a touchable game world with juicy feedback that can serve as an ambassador for the the magic of VR.
VR, Console/PC, Indie, Art, Design, Production, Video

Profits falter at Square Enix despite rising game sales 3
by Chris Kerr [11.08.16]
Strong game sales couldn't stop profits from slipping at Square Enix, as rising development costs and underperforming mobile titles took their toll on the Japanese giant.
Console/PC, Smartphone/Tablet, Production, Business/Marketing

Blog: The 5 most expensive game localization mistakes 6
by Gamasutra Community [11.08.16]
Localization doesn't always get the attention it deserves, but it's something you canít afford to ignore in todayís market.
Production, Business/Marketing

Blog: How to inspire creativity in every employee  
by Gamasutra Community [11.07.16]
"The last Friday of every quarter is a special day at ZeptoLab. Everyone puts aside their current tasks and gathers to make the most ambitious and crazy ideas come true. We call it Creative Jam Day."
Production, Business/Marketing

Blog: Why designers should learn animation 2
by Gamasutra Community [11.07.16]
Game maker and animator Christiaan Moleman explores why it's useful for designers to understand character animation, and where they should start.
Design, Production

Video Game Deep Cuts: Secret Of Savage Donkey  
by Gamasutra Staff [11.06.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, looks at 'vanishing secrets' in games, Skyrim wrestling dragons & the making of Donkey Kong.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing